Import all the files from the wavfiles from the 'TEMP' folder, you can select
all the files at the same time (finally)

after this is done.. click 'file' and select 'Runtime save all files:Project Nolf2'

You'll figure out that the files ends up in a folder in
'my documents' called 'DMUSProducer'.
There should be a folder called 'Nolf2' there and a folder called 'RuntimeFiles'
inside it.. that's where the finished segment are stored.

Select all the SGT files and copy them into the 'TEMP' folder
(don't copy the wav files from the 'runtimefiles' folder, they are ruined)

4. Import the music into the game

Open the Nolf2/CJ projectfolder (GAME), then go to the folder called 'Music'
create a new folder there and give it a name.. I'll name mine 'SPAWN'

Now copy all the .sgt & .wav files from the 'TEMP' folder into the 'SPAWN' folder
you should also copy a file called SILENCE.SGT from one of the other
gamemusic folders and paste it into the 'SPAWN' folder.

5. Make a music Controlfile

You can go really advanced here with transitions,
how the song changes from one mood to another mood
(when meeting a enemy for instance)

I'll just stick to the 'runtime' mood, the one that is normally playing

Open 'ISLAND.TXT' from the 'ISLAND' folder and use that one as a template

Note the text that is marked with purple, blue & orange..

NUMINTENSITIES 15 (since there are 15 of them.. 14 wavs & 1 silence)INITIALINTENSITY 2 (the level runtime music will start on this one)VOLUMEOFFSET -1250 (tune this until you're happy with the musicvolume)

Now you need to insert the segments into the file as 'INTENSITIES'.
This works kindof like a playlist of what to play, it will just work its way
down the list..

Scroll down until you find something that is similar to the text below.

Silence.sgt will run when the gamemusic is turned off (as I understand it)

The value in the red cell tells the engine how many times it should be played
before moving on to the next Intensity '-1' means repeat.
The value in the green cell tells the engine what to play next.

After editing this file. save it in the 'SPAWN' folder and give it a nice name
for instance.. 'level1music.txt'

6. To get this bugger to play in the game

Now you need to go into the 'ATTRIBUTES' and edit 'MUSIC.TXT'
Just copy from one of the other levels and paste it at the bottom
then edit the name and intensities..

The red values are 'intensities' from the music controlfile..

None0 = 1 (the silence.sgt)
Routine0 = 2 (this is the normal walk around and explore music)
Investigate0 = 55 (when a AI hear that you're nearby it will change to this one)
Aggressive0 = 66 (This one will be played when the AI attacks you)

The values 55 % 66 doesn't exist.. and the music won't change if any AIs appear
but you can add segments for that as well..

Example:

None0 = 1
Routine0 = 2
Investigate0 = 31
Aggressive0 = 51

To mount the music to a level, simply select the 'level1music.txt'
in the worldproperties..

Hope I spared Jiao and at least 1 other a lot of thinking,
the docs doesn't even mention this stuff

Kewl. Have you tried using Goldwave at all, A? If so, how did you like it? I've been converting and downsizing some wav music from mp3 format and so far it seems to be going alright - course, if my sodding computer keeps freezing we may never groove on down to 'Yojimbo' in a NOLFing environment...

Now you need to go into the 'ATTRIBUTES' and edit 'MUSIC.TXT'
Just copy from one of the other levels and paste it at the bottom
then edit the name and intensities..

The red values are 'intensities' from the music controlfile..

None0 = 1 (the silence.sgt)
Routine0 = 2 (this is the normal walk around and explore music)
Investigate0 = 55 (when a AI hear that you're nearby it will change to this one)
Aggressive0 = 66 (This one will be played when the AI attacks you)

The values 55 % 66 doesn't exist.. and the music won't change if any AIs appear
but you can add segments for that as well..

Example:

None0 = 1
Routine0 = 2
Investigate0 = 31
Aggressive0 = 51

To mount the music to a level, simply select the 'level1music.txt'
in the worldproperties..

Hope I spared Jiao and at least 1 other a lot of thinking,
the docs doesn't even mention this stuff